安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題
havent really found time to fix it but i'll get to it soon.
It might be a good idea to add a second way up, or maybe see if there is something wrong with the Ai node pathing.
Other than for this issue, fantastic map. Plays very well for Horde and i like the HL2 Beta vibe it gives.
got a zombie stacking problem but it happens so rarely that it isn't too annoying
Other then the spawning issue, the map is great for long-ranged plays(The Ghost and other long-ranged classes are great with the map).
The mounted AR2s shooting at presumably something or someone is a good touch.
The inaccessible shops[Except Simon the Shopkeeper] are a good touch of a once thriving part of a now wrecked city.
And Simon the Shopkeeper is still a good idea[Carried over from hr_bloodshedmall].
I tried many things to stop the stacking issue, but I have noticed that whenever a hl2 zombie spawns in the default config, it only starts moving when it notices you, This results in zombies stacking.
About the storytelling part, I'm not sure yet. All I know is that Simon the Shopkeeper appears in both maps.
I noticed that hr_bloodshedmall and hr_secluded share a similar map part of hr_bloodshedmall, is this part of a grand story telling part?
Some suggestions though, I think it would be better if you can split out the enemy spawn points in more locations instead of placing them together in one place. This makes the map more interesting to engage and prevents npc stacking on top of each other. Right now it is also pretty easy to spawn camp enemies, since all the spawn points are very close.